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---
title: Beta test experiences
description: Learn common methods of beta testing on Roblox, recommended for success metrics, and options for community feedback.
---
Developers on the Roblox platform have a strong culture of conducting beta tests in order to get feedback from the community and to begin collecting analytics about their user base. There are several ways to collect user feedback, starting with closed betas and then moving to open betas after the initial feedback has been addressed.
## Testing options
There are different methods for beta testing an experience depending on the project's current playability and testing goals. While the table below provides a quick summary, each of the following methods will be discussed in-depth.
<table>
<thead>
<tr>
<th>Method</th>
<th>Ideal for</th>
</tr>
</thead>
<tbody>
<tr>
<td><b>Closed access</b></td>
<td>Ideal for studios interested in testing specific features or unpolished builds to get initial player reactions. Can often follow up with, or prepare for an open access beta.</td>
</tr>
<tr>
<td><b>Open paid access</b></td>
<td>Similar to open access beta but testers are users paying to play. This often results in a smaller volume of users, but more motivated in providing feedback. </td>
</tr>
<tr>
<td><b>Limited time test</b></td>
<td>Provides benefits of an open access beta but requires less of the commitment and investment needed to run an open access beta. Experiences can be playable but have minimal, or focused content. </td>
</tr>
<tr>
<td><b>Open access beta</b></td>
<td>For experiences that are relatively polished and playable, but may lack content. Best for studios interested in testing at scale to gain the largest amount of user data and impressions. </td>
</tr>
</tbody>
</table>
In general, a developer is recommended to launch a beta program whenever the experience meets the following criteria:
- A playable experience where the user can go through the entire game loop, even if there's only one area, or content is limited.
- The experience is performant on all target platforms, such as mobile or desktop.
- Resources are dedicated to supporting a community or accepting feedback.
<Alert severity='info'>
If your studio is unclear on which option is best, Roblox Education recommends closed access testing. This method tends to be the safest, but also provides enough data to address bugs and gameplay issues.
</Alert>
### Closed access beta
Closed access programs are best for studios interested in testing experiences that may be unpolished or not fully ready for a large audience. In this program, users from a trusted group are granted access to the Roblox group where the experience is published from. Trusted members can often be from pre-existing communities or friends and family.
To launch the closed access beta, users are given invites to, or request to join, a Roblox group. Once in, they are granted a role that permits them to access an experience published by that group. Note that the group and whitelisting must be managed and set up by the developer.
<table>
<thead>
<tr>
<th>Benefits</th>
<th>Considerations</th>
</tr>
</thead>
<tbody>
<tr>
<td>
<ul>
<li >Users tend to be more engaged and active, often submitting tickets for requests, finding issues, and providing feedback.</li>
<li >Minimal impact on search and discovery and marketing as the experience is generally "hidden". </li>
</ul>
</td>
<td>
<ul>
<li >Because user scale is smaller, developers may not understand trends in their userbase.</li>
<li >Studios will need to source testers, such as friends and family, or members of a Discord community. </li>
</ul>
</td>
</tr>
</tbody>
</table>
### Open paid access
Similar to open access betas, these experiences should be playable, mostly bug free, but can be missing content. Here, users pay an upfront Robux fee to access the experience (see [Paid access in Robux](../../production/monetization/paid-access-robux.md)). This limits the amount of users, often providing a more motivated testing audience before opening it to a wider audience.
<table>
<thead>
<tr>
<th>Benefits</th>
<th>Considerations</th>
</tr>
</thead>
<tbody>
<tr>
<td>
<ul>
<li >Offers the ability to interact with the Roblox population like an open beta, but at a smaller and more manageable scale. </li>
<li >Ability to interact with the general Roblox population.</li>
</ul>
</td>
<td>
<ul>
<li >Because these are motivated users, data collected here may not reflect performance with a general Roblox audience.</li>
<li >Some minor financial costs in on-Roblox advertising is recommended to build a user base.</li>
</ul>
</td>
</tr>
</tbody>
</table>
### Limited time test
Running an open beta takes time and energy away from development as developers must respond to feedback and interact with their community. A lower-impact alternative is the limited time test. In this method, developers plan for an open access beta test during a specific time frame, such as a key weekend or week. An experience is opened and closed based off the time. Similar to the open access beta, the experience should be playable, generally bug-free, but can lack content.
To launch the limited time test, we advise developers to advertise the event. Developers can use experience [notifications](../../production/promotion/experience-notifications.md), group, and [social media](../../production/promotion/index.md#social-media) to communicate when the experience will be temporarily opened.
<table>
<thead>
<tr>
<th>Benefits</th>
<th>Considerations</th>
</tr>
</thead>
<tbody>
<tr>
<td>
<ul>
<li >Developers can acquire short term data, such as D1 retention, playtime, session lengths over a weekend, rather than having to run a month long beta program. </li>
</ul>
</td>
<td>
<ul>
<li >For a successful limited time test, it's recommended to prepare with marketing and advertising. Options include boosting an event on your social media or community spaces (e.g. Discord). Additionally, developers can spend money (~ $100-250 USD) to buy ad space on Roblox to generate traffic. </li>
</ul>
</td>
</tr>
</tbody>
</table>
### Open access beta
If developers are confident their experience is playable by the general public, but may be lacking content, polish, and quality of life features, an open access beta is feasible. To launch an open beta, set the experience to public, which allows any Roblox user to play. If you enable **Beta mode**, the experience doesn't show up under **Recommended For You**.
Some recommendations for running an open access beta are below.
- Encourage users to join a Roblox group connected to the experience, or social community such as Discord. This provides users an avenue to leave feedback.
- Inform users that the experience is in a beta state. This can be done by adding the tag _Beta_ to the experience title and using in-experience pop-ups to set expectations as to the occasional bug or unfinished feature.
<figure>
<img
alt="Picture of Roblox game with beta tag"
src="../../assets/education/beta-testing-edu-experiences/BetaTestingGame.png"
/>
<figcaption>Example game page showing a beta</figcaption>
</figure>
<table>
<thead>
<tr>
<th>Benefits</th>
<th>Considerations</th>
</tr>
</thead>
<tbody>
<tr>
<td>
<ul>
<li >Larger user base allows developers to collect analytics regarding common devices, retention, and demographics. </li>
<li >Developers can see trends in gameplay and use it to adjust for launch. For instance, in the beta you may notice many 18 + users playing, when the educational content is best suited for ages 12-15.</li>
</ul>
</td>
<td>
<ul>
<li >If the experience is too incomplete, has too many bugs, or simply isn't appealing to users, the overall rating is likely to drop. This may impact search and discovery results.</li>
<li >Open access betas have the highest planning needs. It's recommended to have people on staff to address community feedback.</li>
</ul>
</td>
</tr>
</tbody>
</table>
## Get community feedback
Regardless of how a beta is implemented, some means for recording user feedback should always be implemented. Two methods for obtaining direct user feedback are in-experience feedback forms and Discord.
### In-experience feedback
Feedback systems can be built directly into the experience with UI pop-ups at key moments. Two examples can be seen in the experiences [Stranger Things](https://www.roblox.com/games/5853107391/Stranger-Things-Starcourt-Mall)
and [Alo Sanctuary](https://www.roblox.com/games/8523408215/Alo-Sanctuary).
<img src="../../assets/education/beta-testing-edu-experiences/alo-feedback-form.png"/>
<Alert severity='info'>
Additionally, some community-developed tools have been created to make feedback forms easier (see <a href="https://devforum.roblox.com/t/form-embedder-an-impossibly-simple-way-to-add-a-google-form-to-your-experience/2183701" target="_blank" rel="noopener">Form Embedder</a>). Note though that community developed tools are not officially supported by Roblox.
</Alert>
<table>
<thead>
<tr>
<th>Benefits</th>
<th>Considerations</th>
</tr>
</thead>
<tbody>
<tr>
<td>
<ul>
<li >Easy to obtain a large amount of data that can be quantified from the general audience. </li>
<li >These systems can also be ideal for asking questions to see if users understand the intended learning objectives of the experience.</li>
</ul>
</td>
<td>
<ul>
<li >Leading questions or poor survey design can make data gathering inaccurate. Survey design is very important. </li>
<li >Someone will need to clean data before it's used. More users lead to a higher volume of spam. </li>
<li >One way communication makes it difficult to followup with users, or get context and reproduction steps.</li>
</ul>
</td>
</tr>
</tbody>
</table>
### Discord communities
Many developers choose to create Discord communities for their experiences. To setup communities, we recommend that you investigate large experiences on Roblox, such as Adopt Me. Seeing how other communities are structured can inform your own decisions, such as what channels users will expect to see, and how users may engage with your community.
<table>
<thead>
<tr>
<th>Benefits</th>
<th>Considerations</th>
</tr>
</thead>
<tbody>
<tr>
<td>
<ul>
<li >Two-way communication - you can start a live conversation about an issue or feedback and get additional details.</li>
<li >People will naturally talk amongst themselves. Developers can observe what people are talking about unprompted.</li>
</ul>
</td>
<td>
<ul>
<li >Feedback may be biased. For instance, fans or dedicated users may be more likely to be on Discord than users who did not enjoy the experience.</li>
<li >Data is often qualitative and not quantitative. Unless surveys are provided in Discord, studios may not notice specific trends due to lack of data. </li>
</ul>
</td>
</tr>
</tbody>
</table>
### Think-aloud feedback
A think-aloud is a method of studying the mental processes people use in a task. Participants communicate their thoughts during gameplay, often in stream of conscious, as a way of understanding different goals, such as the clarify of an educational objective. For developers interested in doing a think-aloud, it's recommended they find participants in their target age demographic, either through family and friends, or a social community.
<table>
<thead>
<tr>
<th>Benefits</th>
<th>Considerations</th>
</tr>
</thead>
<tbody>
<tr>
<td>
<ul>
<li >Arguably one of the best feedback mechanisms for understanding if an experience is meeting educational objectives. A think aloud can identify gaps of knowledge that might be hard to discover through other methods.</li>
</ul>
</td>
<td>
<ul>
<li >High effort task. Doing a think-aloud often requires setting up a script as to not bias the participant, in addition to the actual time in interviewing someone. </li>
</ul>
</td>
</tr>
</tbody>
</table>
## Analytics
Analytics gathered during a beta program are often used to gauge if a launch experience is on track to meeting its goals. For instance, many common Roblox experiences have specific goals for retention, monetization, and session time.
### Track analytics
Roblox provides a variety of built-in analytics using the [Analytics Dashboard](../../production/analytics/analytics-dashboard.md).
<table>
<tbody>
<tr>
<td><b>Roblox Provided Analytics</b></td>
<td>
<ul>
<li ><strong>Demographics</strong> - commonly used devices, ages</li>
<li ><strong>Retention and engagement</strong> - Metrics such as D1, D7 retention, average session time, drop-off, etc.</li>
</ul>
</td>
</tr>
<tr>
<td><b>Common custom analytics </b></td>
<td>
<ul>
<li ><strong>Progress </strong>- If users are getting it past the tutorial, are users exploring different areas of the world, etc. </li>
<li ><strong>User behavior</strong> - What users click, interact, or engage with in the world.</li>
</ul>
</td>
</tr>
</tbody>
</table>
### Measure success
Measuring success is often determined by the analytics important during a beta. To help determine what analytics are important during a beta, consider these questions.
- How much content is in the experience and what level of retention and engagement should be aimed for? For instance, a one-time guided classroom experience will focus more on average session length than retention.
- What is the intended target age for users? What was the age range of users during the beta, and was there any discrepancy?
For all experiences, consult its [analytics](../../production/analytics/index.md) to determine:
- Onboarding and tutorial completion.
- Metrics related to educational learning objectives. These differ between experiences.
- Player drop off points. For instance, if users are not exploring specific areas, or using game features.
<Alert severity='info'>
One universal metric for success is an experience's likes, which often influences a user's decision to play. Developers should strive for an at least 80% like ratio after the close of a beta program.
</Alert>
## Frequently asked questions
**How long should an experience spend in beta before launching?**
Every experience is different, but a general time frame would be 7 to 30 days. This is specifically based off getting enough data to determine D1 and D30 retention metrics.
**Do developers engage live in-game with users during a beta?**
This is optional, but many developers enjoy entering their experience to converse with users. There is also a culture in Roblox to reward this. For instance, some experiences reward badges for meeting a developer.
**When should we start building a community?**
It's recommend to build a community **before** beta testing. This community can be started on networks such as Discord or Twitter. As long as you have content, such as screenshots, videos, or even livestreams, you can start a community without a playable experience. Starting a community can help find sourcing testers for the beta much easier.

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---
title: Design educational experiences
description: Learn how to get started creating educational experiences and games using Roblox.
---
Educational game design presents unique challenges and opportunities. For instance, developers need to consider the constraints of schools, such as limited technology and time. To support developers, this presentation (in PDF and video formats), serves as an introduction to creating educational experiences.
The topics covered include:
- What are educational games and experiences? What are attributes of good experiences?
- What is the recommended process of designing an educational game, and how does it contrast with traditional game development?
- What are recommendations for working with audiences such as schools or at-home learners? How do audiences differ in needs?
Additional topics covered include:
- How to design a hypothetical educational experience.
- How to identify learning objectives.
- How to plan for development constraints.
- How to design a monetization plan.
<img src="../../assets/education/developer/petGame-pets.jpg" />
## Slide deck
Download the presentation as a `.PDF` below.
<a href="../../assets/education/developer/Designing-Educational-Experiences.pdf">
<Button variant="text">View</Button>
</a>
## Video
The below presentation was taken at Connect 2022, a virtual conference focused on game development in Roblox.
<iframe width="560" height="315" src="https://www.youtube-nocookie.com/embed/J14Jbazi4e8" title="YouTube video player" frameborder="0" allow="accelerometer; clipboard-write; encrypted-media; gyroscope; picture-in-picture" allowfullscreen></iframe>

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---
title: Plan for educational settings
description: Covers how to design educational games and experiences for classes and teachers. Includes information on user needs, common devices found in schools, and unique considerations like safety.
---
Designing a Roblox experience for a classroom is similar to designing for traditional audiences - with a few additional considerations. When creating a game design document for education, there are differing user needs and classroom logistics to account for. This article covers both the processes and considerations for designing educational experiences on the Roblox platform for use within K-12 American classrooms.
<Alert severity='info'>
Note that this document will focus on design considerations for usage within a traditional school classroom, and may not apply to experiences meant for supplemental education, edutainment, or adult education markets.
</Alert>
## Plan an education experience
During the planning stages of the experience, designers need to identify what learning standards will be utilized within the experience, and then how the usage of those learning standards will be communicated to teachers.
These steps, though not in the traditional game design process, ensure that learning is built into a core game loop and that educators understand how to utilize an experience in the classroom.
### Start with learning standards
Many game designers start with a mechanic or idea. Educational game designers, instead, start with learning standards and objectives, then create gameplay that supports the learning.
Learning standards are concise descriptions of what a student is expected to know or do, such as: _"Apply Newton's Third Law to design a solution to a problem involving the motion of two colliding objects"_.
In practice, standards are adopted by states and determine what concepts a teacher must cover in class. For teachers to adopt learning tools into their classroom, that tool will often need to adhere to specific standards sought by that educator.
An example of a science learning standard is below.
<table>
<thead>
<tr>
<th>Disciplinary core idea</th>
<th>Learning standard</th>
<th>Standard description</th>
</tr>
</thead>
<tbody>
<tr>
<td>Motion and Stability: Forces and Interactions</td>
<td><a href="https://www.nextgenscience.org/pe/ms-ps2-1-motion-and-stability-forces-and-interactions">MS-PS2-1</a></td>
<td>Apply Newton's Third Law to design a solution to a problem involving the motion of two colliding objects</td>
</tr>
</tbody>
</table>
<Alert severity='info'>
Learning standards vary state-by-state, and even by country. For example, different states may teach Newtonian physics in different ways, but will share universal content similarities. For more details on locating relevant learning standards, a list of institutions offering standards is listed in [Additional Resources](#additional_resources).
</Alert>
### Define learning standards
Within the design process for an educational experience, standards will serve as inspiration for game mechanics, and be crucial parts of a core game loop. For a designer, to define the standards which will be used, we recommend the following:
1. Determine the **topic** to cover, such as gravity, geometry, or climate change and the **target age range** of your experience, such as middle school or 10th grade. This will inform where to research learning standards.
Example: _High school physics_
2. Identify learning standards(s) for the experience. For more on this topic, see [Further Reading](#further-reading).
_Example: [HS-PS2-1](https://www.nextgenscience.org/pe/hs-ps2-1-motion-and-stability-forces-and-interactions): Analyze data to support the claim that Newton's second law of motion describes the mathematical relationship among the net force on a macroscopic object, its mass, and its acceleration._
<Alert severity='info'>
The learning standard above is from the institution Next Generation Science Standards. Viewing the standard provides more detail on how to implement it in classrooms, which can serve as inspiration for gameplay.
</Alert>
### Connect learning with gameplay
Once you identify a learning standard, you may proceed by establishing learning objectives. A **learning objective** defines what users should know or be able to do after finishing that experience.
Objectives are **specific** and **measurable**. When written, the objective breaks down a broad topic, like genetics in biology, into discrete components such as Punnett squares and recessive genes. Additionally, each objective should show how a student demonstrates that knowledge, often by how they are able to describe specific concepts or analyze situations.
To continue the design process, we recommend the following:
1. Write **learning objective(s)** for the experience that align with the learning standard.
_Example: After completing the experience, users will be able to determine the probability of offspring with specific and desired traits._
2. Create **situations and core game loops** that require players to **demonstrate their understanding** in order to progress. Use inspiration from the standards and objectives to elicit joy, such as playful situations and narrative.
_Example: In-game, students strategize to breed pets for competitions by deciding which dominant and recessive traits will be prominent in offspring._
3. Continue to complete a design document following a traditional game design process.
### Release to educators
After a design document is completed, there are additional considerations for releasing the experience in classrooms. Educators must understand how an experience helps their students learn, and how best to launch it in their classroom.
1. Determine how the experience's learning standards and objectives will be to communicated to educators. This can be accomplished by listing the standards and objectives on an external website, on a game page, or any educator marketing materials.
2. Plan to provide **supplemental resources** to educators. For example, partner with an educator to write a lesson plan or video to help educators understand how to implement the experience in a classroom. Teachers need to understand how much time an activity will take. It can also be helpful to provide example discussion questions to frame the experience for students. Guides can be found in [Further Reading](#further-reading).
## Identify user needs
It is important to balance the requirements of educators with the students' desire for fun and engaging experiences. Use the needs for educators and students listed below as best practices to guide the development of your design document. Note that the needs are universal across all ages, unless stated otherwise.
### Educator needs
Educators favor games and experiences that in addition to aligning to educational standards and grade levels, also present few barriers to entry. Teachers need to be able to jump into an experience quickly, with little tutorials..
#### Make design easy to pick up
Educators have precious little time to plan, so new classroom tools must be easy to adopt. As such, we recommend the following practices within the experience itself:
- **Use Familiar User Interface (UI) Patterns** - If possible, research similar learning games or educational products used by educators.
- **Reduce Text, Add Visuals** - Keep explanations simple and visual. When possible, use icons and commonly understood symbols to replace text.
- **Avoid Jargon** - Use simple, jargon-free terminology, especially in terms of vocabulary common in gaming. Very few educators understand common "gamer terms" like W-A-S-D but everyone knows arrow keys on a keyboard.
#### Design for collaboration and accessibility
Educators appreciate activities that engage their students and meet their students' diverse needs.
- **Foster Collaboration** - Educators often desire opportunities for students to interact and collaborate. Find ways to make solitary gameplay collaborative, such as encouraging students to discuss and solve a shared problem.
- **Design for Accessibility** - Many schools require accessibility features, such as color contrasts for visually impaired students. To learn more, read our [Accessibility](../../production/publishing/accessibility.md) article.
### Student needs
Besides meeting educator needs, an experience should be engaging and rewarding to students.
#### Design for exploration, not memorization
Students learn best when engaged in open-ended exploration that provides meaningful choices. When designing the core loop, ensure students have voice and choice in their decisions. If students can solve problems through rote memorization, they may become bored.
For example, imagine a game where students are playing a golf-inspired game on different planets to understand physics.
<table>
<tbody>
<tr>
<td><b>Lacks student agency</b></td>
<td>Students input different numbers for a ball's acceleration and then press a button to see if the ball enters a goal. Learning is focused on trial and error.</td>
</tr>
<tr>
<td><b>Provides student agency</b></td>
<td>Students design a ball by modifying different attributes, such as its mass, material density, and add-ons like wings. They then position their avatar to hit the ball with a desired amount of force. Learning is focused on observation, reflection, and application of a theory, such as "Does more mass help?"</td>
</tr>
</tbody>
</table>
#### Align to learning differences
A user's age will impact game design and user experience choices. When designing your experience, identify your target age range and research best practices for that group. Some concepts to research include cognitive differences, such as the complexity of subject matter, and motor skills.
To help conceptualize these differences, we provide some examples below. Please note that these differences are not exhaustive.
<table>
<thead>
<tr>
<th>Component</th>
<th>8 - 12 year old</th>
<th>12 - 15 year old</th>
</tr>
</thead>
<tbody>
<tr>
<td><b>User interface</b></td>
<td>Large and minimal GUI.</td>
<td>GUI can follow standard commercial game conventions.</td>
</tr>
<tr>
<td><b>Interactions</b></td>
<td>Interactions should only take one hand. Keyboard usage should be minimal. </td>
<td>Gestures can use both hands, such as using WASD and clicking with a mouse. </td>
</tr>
<tr>
<td><b>Gameplay</b></td>
<td>Gameplay should focus on one task at a time, like a simple quest.</td>
<td>Gameplay can include having multiple, simultaneous tasks.</td>
</tr>
</tbody>
</table>
For further research, we recommend the following resources.
- [Designing for Kids: Cognitive Considerations (NN/g, 2018)](https://www.nngroup.com/articles/kids-cognition/)
- [Design for Kids Based on Their Stage of Physical Development (NN/g, 2018)](https://www.nngroup.com/articles/children-ux-physical-development/)
<Alert severity='info'>
In general, the younger the student, the more impactful the age differences. Teaching a fourteen year old is similar to teaching an adult, while teaching a ten year old may be much different than teaching a nine year old.
</Alert>
#### Additional needs
When designing for students, traditional design principles still hold true as well. Some additional considerations are as follows:
- Students often avoid reading in-game text. Tutorials should be visual and quick. **Don't** rely on text screens to communicate important information.
- Provide positive reinforcement when students achieve goals. Reinforcement can be as simple as a burst of particle effects, or getting to playfully interact with an object. If students struggle in-game, provide encouragement and specific feedback on how they can improve.
## Understand the classroom
Although each educator's classroom is different, there are common themes that can inform your experience design.
### Educational contexts
Before designing an experience, identify the **educational context** where an experience might be used. Some common examples are below.
<table>
<thead>
<tr>
<th>Setting</th>
<th>Common features</th>
</tr>
</thead>
<tbody>
<tr>
<td><b>Whole group instruction</b></td>
<td><ul>
<li >An educator leads 20 to 35 students simultaneously through the same activity.</li>
<li>Class times vary, but are generally 40 to 60 minutes. In that period, you may expect 5-10 minutes of setup (e.g. logging in) and 15-25 minutes of dedicated playtime.</li>
<li><b>Example</b>: A class joins a 20 minute guided tour of ancient Rome. </li>
</ul></td>
</tr>
<tr>
<td><b>Group activities</b></td>
<td>
<ul>
<li>Small groups of 3 to 8 students collaborating on an activity.</li>
<li><b>Example</b>: Students are grouped in-game to collect plant samples in different parts of a virtual rainforest. They then reconvene as a whole group to discuss findings.</li>
</ul> </td>
</tr>
<tr>
<td><b>Independent projects or homework</b></td>
<td>
<ul>
<li>Individual students are assigned to an experience.</li>
<li>Game play can be any length and not restricted to a single session.</li>
<li><b>Example</b>: A student plays a physics simulation over the span of a week where they join for different lengths of time. </li>
</ul></td>
</tr>
</tbody>
</table>
### Common devices
Student and educator devices vary, but in general it's best to test experiences on low-end devices for playability. A typical classroom may have Chromebooks, PC laptops, or iPads.
For testing purposes, we recommend a device with the following minimum specifications:
- **Processor**: Intel® Celeron Processor - Celeron N4000 or better. Intel® i5, or i7 Processor
- **Memory**: 4GB or more
- **Display**: 11-12 inch HD displays
### Safety and well-being
Safety is built into every aspect of Roblox developers must prioritize safety in their experiences. Below are recommendations that may influence a project's design.
- **Be Cautious with Violence** - Some educators will not accept any form of violence. If needed, aim for cartoonish violence and avoid direct confrontations. For instance, instead of using a sword, have magical wands that cast spells.
- **Disable Voice Chat and Limit Text Chat** - Voice chat can be difficult for educators to supervise, or could be a source of distraction. The same follows for text chat.
- **Create a Closed Garden** - Students cannot, under any circumstance, be allowed to interact with the general public while online. Encourage the use of private servers.
## Demonstrate educational value
Educational experiences need some way of measuring a student's ability to meet learning objectives and displaying that progress to educators. Measuring performance can happen automatically through tracked metrics, or through designed assessments.
### Capture data in experience
Developers can use experiences to collect data that offers insight on how users are meeting learning objectives. Below is a high level overview of the types of information that can be captured within an experience.
Please note this is not exhaustive. More detail can be found in the book [Stealth Assessment](https://mitpress.mit.edu/9780262518819/stealth-assessment/) by Valerie Shute and Matthew Ventura.
<table>
<thead>
<tr>
<th>Assessment type</th>
<th>Implementation</th>
</tr>
</thead>
<tbody>
<tr>
<td>Completion</td>
<td>Whenever a user completes or fails a specific event tied to a learning objective, document that and report it to an educator. This can utilize the Event system in Roblox. </td>
</tr>
<tr>
<td>Time stamps</td>
<td>Provide time indications when a user completes a specific task or how much time they've been in experience on task.</td>
</tr>
<tr>
<td>Performance</td>
<td>Any in-game metrics related to a student's performance in-game. This varies by experience but may be in the form of points or medals that signify student progress.</td>
</tr>
<tr>
<td>Trajectory data</td>
<td>For non-linear learning tasks, these data indicate the order a user takes among a set of specific tasks. For instance, this can be the order of quests completed in a non-linear role playing experience. </td>
</tr>
<tr>
<td>GUI and keystroke interactions</td>
<td>This includes interactions with the graphical user interface or keystrokes. For instance, how often a user opens the "Help" dialog box, or interacts with an in-game character.</td>
</tr>
</tbody>
</table>
<Alert severity='warning'>
For any developers capturing data, ensure that your tools comply with Roblox [privacy and data regulations](https://en.help.roblox.com/hc/en-us/articles/115004630823-Roblox-Privacy-and-Cookie-Policy-).
</Alert>
### Assess student progress
Assessments can be constructed to measure a user's progress towards learning objectives. These can be built into the experience, or be external to the experience, such as a physical handout completed by the student.
Note that this list is not exhaustive and more detail along with pros and cons can be found on this external resource on [Exam Questions: Types, Characteristics, and Suggestions](https://uwaterloo.ca/centre-for-teaching-excellence/teaching-resources/teaching-tips/developing-assignments/exams/questions-types-characteristics-suggestions) by University of Waterloo.
<table>
<thead>
<tr>
<th>Type</th>
<th>Implementation</th>
</tr>
</thead>
<tbody>
<tr>
<td><b>Multiple choice</b></td>
<td>Users complete a quiz or test designed to capture mastery of knowledge learned in the experience. Guidance on writing strong questions can be found in <a href="https://cft.vanderbilt.edu/guides-sub-pages/writing-good-multiple-choice-test-questions/" target="_blank" rel="noopener">Writing Good Multiple Choice Test Questions</a> by Vanderbilt. Note: Multiple choice quizzes are cautioned against for demonstrating understanding of content due to their simplicity. </td>
</tr>
<tr>
<td><b>Short response</b></td>
<td>Have students write in response to a prompt. That written work is then graded by an educator. For instance, a user builds a robot in an experience. A prompt then has the student writing about their process in designing the robot to demonstrate their engineering process.</td>
</tr>
<tr>
<td><b>Fill in the blank </b></td>
<td>Users are asked about what they learned and are prompted to fill in blanks with key words or concepts.</td>
</tr>
</tbody>
</table>
## Additional resources
Below are some resources providing more insight into the topics which were covered throughout this article.
### Design checklist
While working on the game design document, reference this checklist. This serves as a summary of key points in this article.
<table>
<thead>
<tr>
<th>Topic</th>
<th>Self-reflection questions</th>
</tr>
</thead>
<tbody>
<tr>
<td>Determine learning and gameplay foundation</td>
<td><ul>
<li>What topic is this teaching? What are learning standards used for that topic? What are learning objectives for the experience?</li>
<li>What is interesting, exciting, or fun within the topic and learning objectives?</li>
<li>How does the gameplay loop contribute to the learning objectives?</li>
</ul></td>
</tr>
<tr>
<td>Understand the needs of educators and students using the experience</td>
<td><ul>
<li>What are user experience recommendations for the target age? Is the gameplay and learning age-appropriate to the target demographic?</li>
<li>Is there anything in the experience that would cause issues for teachers, such as challenging gameplay or violence?</li>
<li>What supplemental resources will be provided to educators so they understand how the experience can be used in a classroom? </li>
</ul></td>
</tr>
<tr>
<td>Determine the context where the experience will be played.</td>
<td><ul>
<li>What will be the average session time of users, and cadence in which they're expected to play?</li>
<li>Does the experience include mild violence, drug use, or anything potentially objectionable in schools?</li>
<li>Are there gameplay features that might be seen as objectionable in schools, such as violence? </li>
</ul></td>
</tr>
<tr>
<td>Identify how the experience is measuring learning. </td>
<td><ul>
<li>How will educators see that their students learn after playing the experience?</li>
<li>What forms of assessment and evaluation make sense in the experience?</li>
</ul></td>
</tr>
</tbody>
</table>
### Further reading
Below are resources for learning more about learning standards, creating lesson plans, and organizing classroom activities. Note that all below resources are external, non-roblox sites, and provided as a courtesy only.
#### Find learning standards
Designers can reference these educational institutions to find standards that align to their experience's target age and topic.
- [Next Generation Science Standards](https://www.nextgenscience.org/) - Respected standards for science education that are commonly adopted within United States classrooms.
- [Common Core](https://learning.ccsso.org/common-core-state-standards-initiative) - English and Math standards, often adjusted on a state-by-state (United States) basis.
- [College Board](https://apstudents.collegeboard.org/course-index-page) - Series of exams with standards for high school to college coursework.
<Alert severity='info'>
Designers can also search using key terms such as "high school gravity learning standards". If you do find a standard, ensure that it's verified by an institution such as Common Core.
</Alert>
#### Design supplemental resources
The following articles are in-depth resources on how to design supplements for educators, such as lesson plans.
- [Writing Learning Objectives](https://cteresources.bc.edu/documentation/learning-objectives/) - Outlines how to write effective learning objectives.
- [Writing Lesson Plans](https://cte.smu.edu.sg/approach-teaching/integrated-design/lesson-planning) - For designers interested in writing supplemental lesson plans for educators.
- [Lesson Plan Template](https://uei.uchicago.edu/learn/LessonPlan_Rubric_CGW.pdf) - An example of how to present lesson plans. Use this as inspiration to design your own, with your organization's branding
- [Using Discussion Questions](https://citl.indiana.edu/teaching-resources/teaching-strategies/discussions/index.html) - Outlines how to use utilize discussion questions in a lesson plan.
- [Designing Discussion Questions](https://teaching.pitt.edu/wp-content/uploads/2020/07/FLEX-Designing-Discussion-Questions-Using-Blooms-Taxonomy-Examples.pdf) - Covers how to write effective discussion questions.